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Posted by StifuYeah, I'm actually working on that now, but don't really know how far I'll go... Ideally, I wanted to include all of the SMK Mashup features into EE (driver ranking points, driver names, driver stats, cup and theme names). Ranking points are already in (easiest one to implement).

Well, the more features, the better :3
But work at your pace and don't overexert yourself.

Also I wonder how the editor will handle editing the names of the tracks? IIRC, the first part of the name is shared, like if you edit the test MARIO CIRCUIT, the changes will apply to the other tracks with the same name.

Or will we be able to edit the names per track to be something different?

Posted by gridatttackWell, the more features, the better :3
But work at your pace and don't overexert yourself.

Well, I'd rather keep working on it while I have the motivation to do it, because I don't know if or when that motivation will come back later. :p
I'm not exhausting myself over this, I'm taking my time to try and do things properly. I just play less these days, as I got tired of the games I have now.

Posted by gridatttackAlso I wonder how the editor will handle editing the names of the tracks? IIRC, the first part of the name is shared, like if you edit the test MARIO CIRCUIT, the changes will apply to the other tracks with the same name.

Or will we be able to edit the names per track to be something different?

That's still open for debate, let me know your opinion.
Option 1- Keep things working the same way the original game works, ie: theme name (or "Battle Course") + extra character (except for Rainbow Road, which doesn't have an extra character... unless I can find room somewhere close to relocate the data). Changing the track theme wouldn't automatically change any part of the track name, that'd be a separate manual action. On a separate screen, you'd be able to rename the themes + battle course (same as in SMK Mashup).
Option 2- Modify the way the game works, and have free text for all tracks. I'd need smkdan's help to do this nicely.

Posted by StifuThat's still open for debate, let me know your opinion.
Option 1- Keep things working the same way the original game works, ie: theme name (or "Battle Course") + extra character (except for Rainbow Road, which doesn't have an extra character... unless I can find room somewhere close to relocate the data). Changing the track theme wouldn't automatically change any part of the track name, that'd be a separate manual action. On a separate screen, you'd be able to rename the themes + battle course (same as in SMK Mashup).
Option 2- Modify the way the game works, and have free text for all tracks. I'd need smkdan's help to do this nicely.

I say option 2, because its not restricted and you could do what option 1 would do :3
However if for whatever reason option 2 is not possible, then option 1 will be the best choice....

Posted by gridatttackI say option 2, because its not restricted and you could do what option 1 would do :3

Indeed, it gives more freedom. It just takes more space in the ROM, but there's usually plenty of it (the new data will have to be relocated at the end of the ROM, leaving the old data untouched where it is). Haven't heard of anyone reaching the ROM max size with EE yet.

Posted by gridatttackHowever if for whatever reason option 2 is not possible, then option 1 will be the best choice....

Smkdan said option 2 was easy. I just need to get in touch with him again. I'll consider option 1 if I really can't reach him.
I guess I'll release a new EE version with ranking points + driver names editing, then see about track names for the next version. It won't take longer, you just get 2 versions rather than 1.

None other than screen width, I guess, if we go for option 2. With option 1, as in the original game, there's a global limit for all names (160 characters for all cup + theme + battle names), and you can't add extra characters (unless you manage to move things around in the ROM). But you can shorten a name to make another name longer, as long as you stay within a total of 160 characters.

Here's a preview for EE 2.7 (Change log).
It has no known issues or unfinished bits, so it will become v2.7 final (let's say 2 weeks from now) if I don't receive bug reports or easy feature requests (don't hesitate, this might be your last chance).

There are several tools you can use to edit the graphics. Tile Layer's one, and I don't know if YY-CHR will work for an SNES game. There are probably many others that I haven't found out about, but you may find out through a dedicated ROM hacking website.

____________________Sorry for the stupidity. That jerk will be dealt with in the most insane way possible.

Yeah, as I said before, the free-form one will come in a later version, if it comes at all. I've been too lazy to contact smkdan, as I didn't want to work on this yet.

By the way, I just committed a possibly-breaking change, to support thin spaces in texts, rather than treating them like regular spaces (0x2C: thin space for certain texts only, 0x2F: regular space). It is more correct than the previous version, as it matches the original game more precisely (thin spaces in theme names, regular spaces in character names, for example). This also lets you pick which kind of space you want in your texts, rather than sticking with what the original game did. However, the thin space is a unicode character, and may show up as a square or something on systems with unicode-related issues.
Since this may have unintended consequences, I'm releasing an updated preview so you can test it.

You could argue they're out of the scope of this editor, since this is a track editor. Not that I'm really against adding non-track related features, but then there are loads of other similar features I could add (for other sprites and screens), and I would never see the end of it.

With our notes (links in my profile), you should be able to update that data manually easily enough.

Podium sprites: you can decompress and recompress them with EE, so I couldn't really make it any easier, unless you wanted to be able to export them in an image format (BMP, PNG) like what EE does for some other graphics. But really, it shouldn't make much difference.

About the bugs reported by gridatttack:
- We've confirmed the sound issue comes from his computer, and was not caused by Epic Edit
- The track glitches are due to having 42 overlay tiles on the track, which the game cannot handle. I have lowered the limit to 41.

Here's a new preview with the above bug fixed (and a few improvements you shouldn't notice). Final release due in 3 days if no more bugs are reported.